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Here are two things about Eternal Lands which I dislike, but also I will name the positive side of the coin as well after the negative side of the coin. Gold per hour is overbalanced The overbalanced nature of the game comes in the form of gold you obtain. No matter what methods I've tried separately to all the other methods, one method still remains the fastest in terms of travel distance and reward. That method is none other than picking lilacs and selling them to the flower shop. I've looked for holes such as the cost of material to process in order to get profit from anything and can't find a single thing in the game that would allow for it faster than lilac farming in valley of the dwarfs. Of course one of the other things I could do is wear an excavators cape and get twice as many lilacs in a smaller amount of time. Other players tell me if I want to make gold that I should depend on selling items to bots, but the value of any item in any game with a functional economy is the average time it takes to get the item versus the highest amount of gold a player can sustainably grind in that window of time, meaning that I can't depend on selling items to bots. The question of what the fastest method is to gain gold in this game per hour is one that I've spent most of my time afk next to the pickpoint wraith trying to figure out. Materials I obtain to craft other materials never allow for the selling of those crafted materials to be at a profit as opposed to just selling the materials required for crafting. Now for the positive side of things. Although gold per hour is overbalanced, methods of using gold are not. Some things are clearly the better deal than others and it's something you can work out on your own or have become a meta. An example of this is making spirit restoration potions. You can make mana potions if you want for five experience, but comparing experience to cost puts spirit restoration potions at a higher end of the spectrum of things that give experience per gold. If you can't get more gold per hour, at least you can use gold per hour more efficiently. I won't deny that I like the philosophy behind that way of thinking, but it's not the most obvious thing to most people and maybe shouldn't be. Rationality is worthless Thanks to the male goblin token, players who try to gain rationality over just grinding gold and buying a male goblin token from a bot or killing male goblins themselves for the tokens are completely out of touch with the games current state of mechanics. The prices I saw for male goblin token are around five thousand gold. Each male goblin token gives four thousand points in research at that moment you use it, meaning you just sit down and instantly learn a four thousand resource point book or higher just by spamming male goblin tokens. If takes a minute for you to advance in research equal to or twice the quantity of your current rationality depending on a few factors I won't mention here. If you have fifty rationality, that's one hundred research a minute which in that scenario is actually worth it, but the investment also cost pickpoints and if you look at the value of a pickpoint versus the gold value of a male goblin token, it's clearly not worth having to reset over. If you take will, you get a health and mana buffer along with the increase in rationality. Using rationality for something like experience gain is also a poor idea because it's cut in a half, meaning it would take four pick points total just to gain enough rationality for one extra experience in mixing skills, eight in combat. For the positive side of things, tailoring is an expensive skill and if you wanted to attempt to make it cheaper, you basically have to depend on rationality for this one or else you would end up spending millions of gold which cost lots more time. This does however mean you need a way to quickly gain pickpoints upon a character reset because rationality has no paired skills with might.